Shader "Custom/NewSurfaceShader"
{
    Properties
    {
        _AlbedoFactor("Albedo", Color) = (1,1,1,1)
        _MainTex("Albedo (RGB)", 2D) = "white" {}
        _RoughnessFactor("Smoothness", Range(0,1)) = 0.5
        _MetallicFactor("Metallic", Range(0,1)) = 0.0
    }
        SubShader
        {
           Pass{
                Name "GBufferPass"
                Tags   {"LightMode" = "GBufferPass"}
                HLSLPROGRAM

                #pragma vertex GBufferVS
                #pragma fragment GBufferPS

                #include "../ShaderLibrary/GBufferPass.hlsl"

                #pragma enable_d3d11_debug_symbols


                ENDHLSL
            }
        }
            FallBack "Diffuse"
}
